Leaders (Civ6)

Leaders are symbolic representatives of the playable civilizations in Civilization VI. They are based on historical figures who accomplished great things or successfully led their people through periods of adversity.

Each leader has both a unique ability (which gives him or her special bonuses and gameplay advantages) and an agenda (which affects how he or she plays the game and interacts with other players when controlled by the AI). Some leaders' unique abilities allow them to unlock unique units, buildings or tile improvements after researching specific technologies or civics.

+2 Movement for all units for the next 10 turns after declaring a Surprise War. Occupied cities have no penalties to their yields. +5 Loyalty per turn in occupied cities with a garrisoned unit. Declaring a Surprise War only counts as a Formal War for the purpose of warmongering and Grievances.

Opportunist

Will often declare Surprise Wars, and likes civilizations that do the same. Dislikes civilizations that don't declare Surprise Wars.

Each Great Work in her cities causes foreign cities within 9 tiles to lose 1 Loyalty per turn. Any foreign city that leaves its civilization due to loss of Loyalty and is receiving the most Loyalty pressure from Eleanor instantly joins her empire, instead of becoming a Free City.

Angevin Empire

Builds up the Population of her cities, and likes those whose nearby cities also have a high Population. Dislikes civilizations whose nearby cities have low Population.

May declare war on anyone at war with his allies without incurring warmonger penalties. When at war with a common foe, Sumerian and allied units share pillage rewards and combat experience if within 5 tiles of each other.

May declare war on anyone at war with his allies without incurring warmonger penalties. When at war with a common foe, Sumerian and allied units share pillage rewards and combat experience if within 5 tiles of each other. Earn Alliance Points per-turn for being at war with a common foe.

Ally of Enkidu

Is easy to befriend, and likes civilizations who are his Declared Friends. Dislikes anyone denouncing or attacking his friends.

Never gives up anything in a peace deal, and likes warmongers that match this approach. Dislikes those who have capitulated in a peace treaty or that have never gone to war. Grievances against this leader decay at twice the usual rate.

Starts the game in the Ocean. +2 Science and +2 Culture per turn before the first city is settled. Their first settled city receives a free Builder and +1 Population. The Palace grants +3 Housing and +1 Amenity.

Kaitiakitanga

Tries to avoid contributing to climate change by not removing features, planting Woods, and founding National Parks, and likes those who do the same. Dislikes civilizations that show little concern for the environment.

Non-capital cities gain +10% to all yields if within six tiles of the Mayan Capitalcapital, and -15% to all yields if more than six tiles away. All units receive +5 Combat Strength when within six tiles of the Mayan Capital.

Solitary

Keeps her cities clustered around her Capital, and likes civilizations who settle far away from her. Dislikes those who encroach upon her borders with cities or troops.

All units receive +4 Combat Strength against civilizations following a different Religion. Inquisitors have one extra use of their Remove Heresy ability.

All units receive +4 Combat Strength against civilizations following a different Religion. Inquisitors have one extra use of their Remove Heresy ability. Inquisitors eliminate 100% of the presence of other Religions.

Counter Reformer

Likes civilizations who follow the same Religion as him, and wants his cities to all follow the same Religion. Dislikes those who spread their Religion into his empire.

Tries to keep his citieshappy and loyal, and likes those who do the same, especially if they have taken cities from other civilizations. Dislikes those who struggle with happiness and loyalty, or that own few conquered cities.